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So in this video we need to discuss the thought process and the creative process
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that goes into creating a good-looking shape here in Blender. So I like to start
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with the default cube. I think it's a very easy place to start and to build on
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top of. So the first thing I'm thinking about when I'm starting with a default
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cube with no references or no ideas in mind is I'm thinking about how can I
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make this default cube a little bit more interesting. Notice how I said a
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little bit. I'm not trying to think, you know, a year into the future. I'm trying
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to think just in the next few seconds how can I make this shape look a little
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bit better than it did before. You have to think in terms of small consistent
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steps. Don't think any farther beyond that right now. So all I'm thinking about
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at this point is how can I make this cube look a little bit more visually
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appealing. So first thing that comes in mind is maybe I could scale it a bit and
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just kind of make it smaller so now it's not so boring. It's a little bit, you know,
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more elongated and things like that. And then I'm thinking, okay, what can I
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introduce in terms of geometry to make this look even cooler. So this we can get
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creative and just kind of play with it. So sometimes I'll just go into edge mode
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and maybe introduce a bevel here. So bevel this edge and then maybe introduce
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another loop on the inside. And then I could perhaps move this edge down a
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little bit. And just by doing that we've already broken the monotony of this
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scaled cube. Now we kind of have some shape going on. You see what I mean? Now
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we have these nice consistent straight lines just within a few seconds. Now
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maybe what I could do is I could scale these lines here a little bit. It's a
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little bit further. Now I don't want to center these. This is an issue a lot of
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people will do. You don't want to have too much symmetry. For example, I
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don't want these faces to be the same width all the way across. It won't look
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as exciting. You more or less want to have kind of like a 70% space here and
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then maybe a 30% space here. So you want to be careful, you know, keeping
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everything too even. It might actually make the design more boring, although
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most beginners think otherwise. So now that we have, you know, a base shape going
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on, we can think about how can I make this softer. And the way we make these
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objects softer is by introducing bevels. So at this point I could bevel here, use
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a few segments, and then bevel here as well. And just by doing this, watch what
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happens. We now have a much cleaner, softer looking mesh. And also I would
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recommend right-clicking and shade auto smooth here, just to clean up those harsh
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lines we have going on. Very easy stuff. And then finally what I'd recommend doing
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to clean up this extra geometry on the flat faces is press X, limited dissolve,
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and then set this max angle to about 0.1. So it doesn't hurt the, if this is any
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higher, it might start dissolving the bevels. So set this to like 0.1 and
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that'll actually clean up the geo here on the flat faces. And now we just have a
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much cleaner mesh we can look at. And then finally what I think I'll do here
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is maybe take this face and move it up. And then maybe we could even introduce
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some bevels here on these edges. Like I said, all I'm thinking about right now is
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how can I make this mesh look a little bit more exciting one step at a time. And
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then with Mesh Machine we could press Alt X to symmetrize, Alt X to symmetrize
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again. And now we have a very simple base shape that we can begin building on top of.
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